From: Nelson R. <pal...@qu...> - 2000-03-26 19:20:15
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At 12:58 PM 3/26/00 -0600, you wrote: >The other limits you mention already exist in the source and are quite >sufficient. Others may disagree, but I don't think we should mess with the >physics AT ALL. Are we trying to improve QW here or make our own game? Any >changes in physics will change gameplay, which is against the QuakeForge >Creed. Well actually, we're 100% backwards compatible, but we put anything that does affect that compatibility into an extended layer. We're modularizing the engine so that players can play original Quake, original Quake with some modifications that don't affect compatibility, and then Quake with all the modifications even ones that break compatibility. The best of both worlds. >A method of stopping autoaim bots should definitely be investigated, but >suggestions like changing game physics or adding randomness factors are not >good solutions. The problem is that solutions to stop autoaiming also harm players who aren't using aimbots. So it's a double edge blade. One of my ideas when we first started discussing this was fuzzy aiming, where there's a margin of error. It's not a popular idea of course, and aimbots would still give you an advantage. Another idea was brought up when we were talking about implementing a wind engine was the effect of wind on projectiles. The problems with this idea are the same as that with fuzzy aiming. I really don't know if there is a proper solution to the auto-aiming problem. Perhaps we should just let everyone auto-aim, to even things up. There are games where this has been done, HalfLife for instance, and there is usually an option to turn it on or off. That might be the only solution. |